View Full Version : Cast shadow pattern design?

01-19-2018, 07:40 PM
Perhaps you've seen those artworks where a small physical element casts a long shadow (or the inverse, casts a light) in a figurative form, i.e. a picture.

If you make a box with glass sides and put a grid pattern on the side, you see that the grid distorts quite rapidly, ......"because trigonometry".

If I wanted to make the light hit the wall and depict a figure, and the lightbox is 4" deep and right up against the wall, what's a logical approach to design the pattern? The challenge here is the quite marked distortion the pattern needs, due to the highly glancing angles.

In LW: It seems like bitmapping the wall, then making the "light" a camera, and seeing what the "light" "sees" , would be one way to figure out what the shadow casting pattern should be.

(ps: this project will result in a RW light fixture.)

01-20-2018, 03:17 AM
You can do it modeling.
Model the plane, and some basic refence points of the image, in the wall with your 2d texture.
Extrude the plane and make it converge to the point light.
Create the globo plane.
Use boleans, et voila! a new plane. Make uv's.
Now you have 2 polygons with its 2 uv's.

01-20-2018, 08:50 AM
Why not just model the actual lightbox, using Drill to cut the pattern into the sides and a Raycast Point light to cast the shadows? E.g.: